diff --git a/OpenRA.Game/Network/Order.cs b/OpenRA.Game/Network/Order.cs index 55609a2526..5b65991671 100755 --- a/OpenRA.Game/Network/Order.cs +++ b/OpenRA.Game/Network/Order.cs @@ -191,20 +191,5 @@ namespace OpenRA { return new Order("CancelProduction", subject, item); } - - public static Order StartProduction(Player subject, string item, int count) - { - return new Order("StartProduction", subject.PlayerActor, new int2( count, 0 ), item ); - } - - public static Order PauseProduction(Player subject, string item, bool pause) - { - return new Order("PauseProduction", subject.PlayerActor, new int2( pause ? 1 : 0, 0 ), item); - } - - public static Order CancelProduction(Player subject, string item) - { - return new Order("CancelProduction", subject.PlayerActor, item); - } } } diff --git a/OpenRA.Mods.RA/HackyAI.cs b/OpenRA.Mods.RA/HackyAI.cs index 152a2b0fd8..eeef76dd98 100644 --- a/OpenRA.Mods.RA/HackyAI.cs +++ b/OpenRA.Mods.RA/HackyAI.cs @@ -290,7 +290,7 @@ namespace OpenRA.Mods.RA var unit = ChooseRandomUnitToBuild(category); if (unit != null) { - Game.IssueOrder(Order.StartProduction(p, unit, 1)); + Game.IssueOrder(Order.StartProduction(queue.self, unit, 1)); } } @@ -316,7 +316,7 @@ namespace OpenRA.Mods.RA else { state = BuildState.WaitForProduction; - Game.IssueOrder(Order.StartProduction(p, item, 1)); + Game.IssueOrder(Order.StartProduction(queue.self, item, 1)); } } break; @@ -325,7 +325,7 @@ namespace OpenRA.Mods.RA if (currentBuilding == null) return; /* let it happen.. */ else if (currentBuilding.Paused) - Game.IssueOrder(Order.PauseProduction(p, currentBuilding.Item, false)); + Game.IssueOrder(Order.PauseProduction(queue.self, currentBuilding.Item, false)); else if (currentBuilding.Done) { state = BuildState.WaitForFeedback; @@ -336,7 +336,7 @@ namespace OpenRA.Mods.RA if (location == null) { Game.Debug("AI: Nowhere to place {0}".F(currentBuilding.Item)); - Game.IssueOrder(Order.CancelProduction(p, currentBuilding.Item)); + Game.IssueOrder(Order.CancelProduction(queue.self, currentBuilding.Item)); } else {